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Dwayne Wood; Scott H. Moss – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of the study was to evaluate the impact of generative artificial intelligence (GenAI) on students' learning experiences and perceptions through a master's-level course. The study specifically focused on student engagement, comfort with GenAI and ethical considerations. Design/methodology/approach: The study used an action…
Descriptors: Artificial Intelligence, Learning Experience, Influence of Technology, Evaluation
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Allen, Joseph A.; Fosler, Kaitlin; Prange, Kelly – Journal of Higher Education Outreach and Engagement, 2021
Service-learning courses offer a unique experience to students by reinforcing typical school curriculum with experiences outside the classroom, where the emphasis is on learning by doing accompanied with reflection (Conrad & Hedin, 1981). Studies show that the quality of the service-learning experience has the potential to impact student…
Descriptors: Service Learning, Learning Experience, Self Efficacy, Learner Engagement
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Sadoughi, Majid; Hejazi, S. Yahya; Lou, Nigel Mantou – Social Psychology of Education: An International Journal, 2023
Language mindsets and second language motivational self system (L2MSS) are two important motivational frameworks in understanding second language (L2) engagement. We argue that whether and how mindsets predict academic engagement can be explained by L2MSS components (ideal L2 self, ought-to L2 self, and learning experience). Using a multi-stage…
Descriptors: Foreign Countries, English Language Learners, English (Second Language), Second Language Learning
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Yi, Ye Ji; Bhattacharjee, Suchismita – Design and Technology Education, 2023
This study aimed to investigate the effectiveness of 360-degree panorama-based Virtual Reality (360VR) as a tool to simulate real-world site visit experiences in interior design education. In the first stage of evaluation, the online survey was implemented to ask students about their learning experience of using 360VR. The second stage of 360 VR…
Descriptors: Computer Simulation, Interior Design, Learning Experience, Teaching Methods
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Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
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Watson, Jane; Fitzallen, Noleine; Wright, Suzie; Kelly, Ben – Statistics Education Research Journal, 2022
STEM learning experiences at the school level provide both opportunities and challenges for exploring students' understanding of statistical concepts. This report focuses on data handling and informal inference embedded in a STEM context, that is, of testing, adjusting, and retesting catapults. In particular, the learning goal was for Grade 4…
Descriptors: STEM Education, Grade 4, Elementary School Students, Outcomes of Education
Grafwallner, Peg – Solution Tree, 2019
"Ready to Learn" introduces the FRAME model, a results-oriented approach for creating meaningful and motivating learning experience across grade levels and content areas. Rely on the model's five steps--(1) focus, (2) reach, (3) ask, (4) model, and (5) encourage--to help you launch engaging lessons, articulate clear expectations, and…
Descriptors: Teaching Methods, Feedback (Response), Learning Experience, Educational Strategies
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Kristian J. Spring; Charles R. Graham; Courtney N. Hanny; Sara Tuiloma; Kamal Badar – Journal of Computing in Higher Education, 2024
Institutions of higher education are interested in supporting the academic success of their students in the most effective ways possible. Increasingly, this means engaging students in a blend of both online and in-person learning activities as well as connecting students with supportive communities in both modalities. This research explores the…
Descriptors: Higher Education, Postsecondary Education, Learning Experience, Social Support Groups
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Sydney Taylor Pons; Laura Cruz; Michael J. Tews – Journal on Excellence in College Teaching, 2024
The learning environment is intertwined with affective learning and significantly influences the overall student learning experience. The authors introduce the concept of the meta-space, which they define as the dynamic spaces that exist between the traditional, formal containers in which learning typically occurs. Using qualitative and…
Descriptors: Instructional Design, Educational Strategies, Humanistic Education, Educational Environment
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Natalie Nussli; Kevin Oh – Journal of Educational Technology Systems, 2024
This mixed-methods study captures multiple stakeholders' voices and experiences of a hybrid-flexible (HyFlex) learning environment. It juxtaposes different perceptions of learning experiences, equivalency, and interactions. Tutor strategies to facilitate communication across space are explored. Thirty-six undergraduate students experienced the…
Descriptors: Educational Environment, Blended Learning, Undergraduate Students, Synchronous Communication
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Melissa Ng Lee Yen Abdullah; Tan Saw Fen; Mohd Ali Samsudin; Sim Tze Ying; Fung Chorng Yuan – SAGE Open, 2024
Online learning is on the rise, and it is becoming an important mode of learning in higher education. However, there are limited models that explain the link between learners' characteristics, learning processes, and outcomes in an online learning environment. This study aims to examine the influence of online self-regulation on the experiences…
Descriptors: Undergraduate Students, Electronic Learning, Outcomes of Education, Higher Education
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Vasa Buraphadeja; Vilasinee Srisarkun – Discover Education, 2024
This study investigates the implementation and impact of mastery learning in a computer science course, particularly during the transition from traditional teaching methods to mastery learning amidst the COVID-19 pandemic. Employing a longitudinal research methodology, the study integrates a multi-faceted data collection approach, including…
Descriptors: Mastery Learning, COVID-19, Pandemics, Teaching Methods
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Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
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Lijuan Han; Siti Zuraidah Md Osman; Jing Che – Eurasian Journal of Applied Linguistics, 2024
Students' emotional engagement in the context of second language and foreign language classrooms can be seen as a multidimensional construct to include cognitive, behavioral, social, and emotional dimensions of engagement. In Applied linguistics research, however, the term "engagement" is shared intuitively and optimally for language…
Descriptors: Online Courses, Learning Experience, Emotional Experience, Learner Engagement
Samantha Skrob-Martin – ProQuest LLC, 2023
A growing body of literature focusing on undergraduate biology education calls for students to engage in the ways of thinking, feeling, and doing that reflect those in which biologists engage. Such reform efforts suggest that learning is best fostered when students engage in practices, concepts, and scientific reasoning as they endeavor to explain…
Descriptors: Undergraduate Students, College Science, Science Education, Biology
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